The first and last will be empty, you load your txt file into the TEXTMAP entry. Once you do those two things your map will load.

Now it might not be what you expect since open space is done with tile -1. Your tile 0 is a solid wall with solid color textures.

For WDC, you need to get the wl6map.txt from ECWolf and plug it into the dialog there as it says.

For your map, the only thing you're missing is to add the skill levels to the thing:[code]thing{ x = 1.5; y = 1.5; z = 0; type = 1; skill1 = true; skill2 = true; skill3 = true; skill4 = true;}[/code]Then you just need to put that into a wad file with 3 entries:[code]MAP01TEXTMAPENDMAP[/code]The first and last will be empty, you load your txt file into the TEXTMAP entry. Once you do those two things your map will load.

Now it might not be what you expect since open space is done with tile -1. Your tile 0 is a solid wall with solid color textures.

Text map created using information from this page http://maniacsvault.net/ecwolf/wiki/Uni ... Map_Format could not be loaded in ECWolf. As far as I understand, correct map format should contain some binary part at the beginning and at the end of file? Is there some information on how to build those binary parts?

Also, I would be very grateful to have one small map in UWMF format which has one or two walls somewhere and player start mark which is loaded in ECWolf properly as an example.

Thaks in advance.

Hello.

Text map created using information from this page http://maniacsvault.net/ecwolf/wiki/Universal_Wolfenstein_Map_Format could not be loaded in ECWolf. As far as I understand, correct map format should contain some binary part at the beginning and at the end of file? Is there some information on how to build those binary parts?

Also, I would be very grateful to have one small map in UWMF format which has one or two walls somewhere and player start mark which is loaded in ECWolf properly as an example.

That is correct. Adding two more keys was a popular source mod (probably due to how easy it was), but I think I've heard of mods doing either/both keys so it's going to be a matter of figuring out what the intention was in the original and adding the matching LOCKDEFS and if necessary new actors.

That is correct. Adding two more keys was a popular source mod (probably due to how easy it was), but I think I've heard of mods doing either/both keys so it's going to be a matter of figuring out what the intention was in the original and adding the matching LOCKDEFS and if necessary new actors.

Huh. I ran into this when trying to convert Renovation map 21 which uses some of those tiles. That map also has 11 unknown things, all of which seem to be buried inside of walls. I tried loading the map in WDC but it doesn't know what they are either.

To actually properly use those tile types in ECWolf you would have to define two more keys in LOCKDEFS, wouldn't you?

Huh. I ran into this when trying to convert [url=https://forum.drdteam.org/viewtopic.php?f=192&t=6877]Renovation map 21[/url] which uses some of those tiles. That map also has 11 unknown things, all of which seem to be buried inside of walls. I tried loading the map in WDC but it doesn't know what they are either.

To actually properly use those tile types in ECWolf you would have to define two more keys in LOCKDEFS, wouldn't you?

It has been awhile since I looked at the C7 maps, but I do recall them being pretty vanilla (compared to say Blake Stone). Translating the layout of the maps shouldn't be hard. Wall codes and zones should be similarly organized. Once you start talking about the interactions with the map or actors things get really arbitrary.

It has been awhile since I looked at the C7 maps, but I do recall them being pretty vanilla (compared to say Blake Stone). Translating the layout of the maps shouldn't be hard. Wall codes and zones should be similarly organized. Once you start talking about the interactions with the map or actors things get really arbitrary.

Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.

In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.

OK, I guess my implementation is correct. The concept seemed odd and I wasn't sure if it was intended that the old trigger could still be activated from other sides.

Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?

It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).

I was mainly curious if the maps could be shoehorned into Wolf 3D. It sounds like... probably? Not that I'm super eager to work on an XLAT like that

[quote=Blzut3 post_id=64374 time=1490237123 user_id=1084][quote=david_a00 post_id=64373 time=1490232009 user_id=1991]Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.[/quote]In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.[/quote]OK, I guess my implementation is correct. The concept seemed odd and I wasn't sure if it was intended that the old trigger could still be activated from other sides.

[quote][quote=david_a00 post_id=64373 time=1490232009 user_id=1991]Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?[/quote]It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).[/quote]I was mainly curious if the maps could be shoehorned into Wolf 3D. It sounds like... probably? Not that I'm super eager to work on an XLAT like that :)

Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.

In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.

Tags can show up in a map which uses 4 planes or ROTT RTL maps. The 4th plane is a bit complex (since everything in ROTT seems arbitrary), but the part that ECWolf supports is simple. In the 4th plane you put at the trigger location 0xXXYY which is the coordinates of the activation site (switch or "touch plate").

In UWMF the role of tags is reversed, but ultimately they're interchangeable since you can have multiple triggers in one location. You need to translate that to having the trigger at the activation site pointing to the location of what you want to affect.

Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?

It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).

[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?[/quote]Yes.[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.[/quote]In vanilla the behavior is if you're standing in the "floor code" (zone) then the exit switch takes you to the secret exit. So if you had an exit switch accessible from both sides one would be secret the other would be normal.[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?[/quote]It works as a normal zone.[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]Tags would never show up in a translated map, right?[/quote]Tags can show up in a map which uses 4 planes or ROTT RTL maps. The 4th plane is a bit complex (since everything in ROTT seems arbitrary), but the part that ECWolf supports is simple. In the 4th plane you put at the trigger location 0xXXYY which is the coordinates of the activation site (switch or "touch plate").

In UWMF the role of tags is reversed, but ultimately they're interchangeable since you can have multiple triggers in one location. You need to translate that to having the trigger at the activation site pointing to the location of what you want to affect.

See the code after "// Install triggers" in gamemap_planes.cpp.[quote=david_a00 post_id=64373 time=1490232009 user_id=1991]Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?[/quote]It's the same binary format, but off hand I don't know how much of it can be translated. Over time I'll be capturing the feature sets of all the commercial games. It's unlikely that UWMF is missing a way to express something, but ECWolf might not have all the features needed (trigger types specifically).

I worked on my map translator implementation this weekend and got pretty far! Here's a gimmick map I made for fun as a demo (be sure to turn on the No Target cheat):Download

There's still some TODOs I have to get through like sound zones.

I ran into a few questions along the way:

What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?

Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.

What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?

Tags would never show up in a translated map, right?

Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?

I worked on my map translator implementation this weekend and got pretty far! Here's a gimmick map I made for fun as a demo (be sure to turn on the No Target cheat):[img]https://dl.dropboxusercontent.com/s/pdcsi9yrmgdaola/flatland.png?dl=0[/img][url=https://www.dropbox.com/s/oew4gobks3ng48t/flatland.zip?dl=0]Download[/url]

There's still some TODOs I have to get through like sound zones.

I ran into a few questions along the way:[list][*] What exactly does HOLOWALL mean for UWMF? Make a copy of the tile definition for the map spot, turn off all the blocking flags, and use it at that location?[*] Is Change Trigger supposed to remove the trigger it's mutating or just disable the activation on a particular side? The ECWolf code just seems to disable the activation, but the resulting trigger list in UWMF looks a bit weird.[*] What exactly happens when fillzone is disabled for a modzone? Fill in -1 for that tile?[*] Tags would never show up in a translated map, right?[/list]

Somebody at work was wondering about Corridor 7. Does it use normal GAMEMAPS format? Is it possible to write a XLAT to convert the maps?